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f8-editor-componentbind-workflow

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Use when working with ComponentBind editor tools — auto-generating component reference code from UI hierarchies in F8Framework.

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Source SKILL.md: https://github.com/TippingGame/F8Framework/blob/HEAD/Tests/AISkills/f8framework-skills/editor/f8-editor-componentbind-workflow/SKILL.md

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ComponentBind Editor Workflow

Use this skill when

  • The task involves auto-binding UI component references in code.
  • The user asks about component naming conventions for auto-generation.
  • Troubleshooting null component references or binding code issues.

Path resolution

  1. Editor code: Assets/F8Framework/Editor/ComponentBind
  2. Runtime config: Assets/F8Framework/Runtime/ComponentBind/DefaultCodeBindNameTypeConfig.cs

Sources of truth

  • Runtime module: Assets/F8Framework/Runtime/ComponentBind
  • Editor module: Assets/F8Framework/Editor/ComponentBind

Naming conventions

Component references are auto-generated based on child GameObject naming:

FormatExampleGenerated Field
SimpleName_ComponentTypeTitle_TextText Title_Text
Name_ComboTypeBtn_Button_ImageButton Btn_Button; Image Btn_Image
Name_Type[index]Item_Image[0]Array of Image components

Rules

  • Only allows: letters, digits, underscores, and Chinese characters
  • First character cannot be a digit
  • Final format: SimplifiedName_ComponentType
  • Combo types separated by underscore: Button_Image
  • Arrays supported: Image[0], Image[1]
  • May need to click generate button twice

Workflow

  1. Create UI hierarchy with properly named child GameObjects.
  2. Attach BaseView script to root GameObject.
  3. Click the component bind generation button in Inspector.
  4. Generated code appears between auto-generated markers in BaseView.
  5. Add new type mappings in DefaultCodeBindNameTypeConfig.cs if needed.

Common error handling

ErrorCauseSolution
Field not generatedNaming convention wrongCheck name format: Name_Type
Null reference at runtimeHierarchy changed after generationRegenerate bindings
Custom type not recognizedNot in DefaultCodeBindNameTypeConfigAdd type mapping

Cross-module dependencies

  • UI: Works with BaseView UI panel system.

Output checklist

  • Child objects named with correct convention.
  • Binding code generated.
  • References validated at runtime.